Oh, I was firmly in the Jeff and Vinny camp. That debate drove me up the wall. I respect Brad and Austin's opinions, but ugh... their "this jank is just the price you pay for the game's size and scope" argument was rubbish. Bethesda Softworks has been using the Gamebryo engine for twenty years now. That's two decades of experience with the same engine. Two decades of time to customize, refine (hopefully) and tweak it to get it to run their chosen subgenre of games better.
I expected... some forward momentum and improvement with Fallout 4. Better animations, less janky bugs, improved main quest writing, something. I didn't see any of that, in my humble opinion. It was a lateral step with a janky, slightly broken version of the Hearthfire DLC from Skyrim thrown in, and frankly... Fallout 3 was 8 years before Fallout 4. A lateral step was not what the franchise needed almost a decade down the line.
If Brad and Austin are actually right and Bethesda truly can't get the jank down with the way they currently design games on Gamebryo, maybe the company needs to take a good, hard look at scaling down some of the endless, concurrently running scripts. Maybe NPCs don't need to have daily schedules they adhere to. Maybe the Elder Scrolls Online route is more the way to go, with shops always open no matter the time and things a little more static. Less systems running in the background that can crap out. Less time spent planning every single NPCS's weekly routines and more time spent on general "polish" and world content like unique dungeons and side quests.
If Elder Scrolls VI: Valenwood (or whatever area it is. Wishful thinking here) has a poorly conceived and written main quest like Fallout 4, a half-baked base building mechanic, a world filled with lego-block dungeons that have as few unique set pieces as possible to cut development time and cost, truckloads of jank, and framerate problems on consoles like Fallout 4 did on the PS4... well, I'm not sure Bethesda is going to be able to coast along on consumer and reviewer goodwill forever.
And this is coming from someone that loved Skyrim, jank be darned. Bethesda Softwork's competitors are getting better at building these kind of games (i.e.: The Witcher 3). It's time to refine and optimize.
Edit addition: to be honest, Fallout 4 still worries me in a nerdy, idiotic sort of way. I bounced off that game in about six and a half hours and never went back. I've never done that before on a Bethesda Softworks title. I spent 50 hours or so playing Morrowind (never beat it. Just wandered and eventually drifted on to something else with a smile on my face), 80+ hours in Fallout 3, 200+ in Oblivion, and 187 or so hours in Skyrim. Nothing with Fallout 4 clicked with me. I'd truthfully be rather sad if TES VI followed a similar blueprint, which it sounds like it will. The interviews during the Fallout 4 pre-launch media blitz bragging about how much development time and cost was saved by using modular dungeon designs and few, if any, expensive set pieces basically described WHY I became so bored by what felt like an endless expanse of the same thing over and over.
"Oh duder, you fool. Oblivion had five or six dungeon types repeated over and over to make 300 dungeons that blurred together into a bland mixture of madness, and you liked it anyway." Yes, I did... in 2006, 11 years ago going on 12. I still do, because it's a decade old game and I give it some allowances. I'm going to be far less enthralled all these years later by Bethesda doubling down on that kind of design. :-/
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